How do I scale skeletal mesh properly?

lance

09-05-2006 16:53:41

I decided to use 1 unit == 1 meter == 1 kg so the physics
works out correctly. I have scaled all the static mesh and it looks very good. But I do not know how to scale skeletal mesh?
Currently I am use SceneNode::setScale(0.01f), but the lighting
is wrong. Many thanks!

OvermindDL1

09-05-2006 22:04:48

If you scale things, they should really be scaled in the modeling app as scaling in engine incurs a speed hit. If you must scale in engine, be sure to recalculate normals too or you will get your lighting issue.

pfo

10-05-2006 01:54:36

A technique that I have been using is getting the bounding box of each entity I attach a NewtonBody to, computing its size, then dividing that by my desired size to get the desired node scale. This way I can design freely in my modelling program at whatever size I want and use specific sizes for my models in game.

lance

10-05-2006 09:35:41

If you scale things, they should really be scaled in the modeling app as scaling in engine incurs a speed hit. If you must scale in engine, be sure to recalculate normals too or you will get your lighting issue.

I have scaled all the static meshes in 3dsmax. But it seems that skeleton can not be scaled. I have asked some animators but even they do not know how to scale skeleton in 3dsmax :cry:

lance

10-05-2006 09:37:34

A technique that I have been using is getting the bounding box of each entity I attach a NewtonBody to, computing its size, then dividing that by my desired size to get the desired node scale. This way I can design freely in my modelling program at whatever size I want and use specific sizes for my models in game.

So you are using SceneNode::setScale() ? I think that will cause a lot of lighting problem. Or you will have to recalculate normal and tangent and such stuff...